Actually:
Rune Prison. You are doing this so wrong... The only 2 problems with Rune Prison is that ranged mobs can attack after the spell has gone off, and that pets/followers break the cc almost as a priority while there are other targets to attack. This is applicable under the following conditions: Rune Prison is the first thing cast *On a pull, if you cast Rune Prison on a mob which is ranged it will usually get a light attack. This does not happen if you attack a different mob with a spell that has travel time, and then cast Rune Prison on the same mob you would have.* Rune Prison is an excellent way to help control larger pulls, and has been extremely useful in VR content IMO.
For this skill persistence works for both morphs. Taking Rune Prison does not mean you need to break it immediately!
Bound Armor. Having it on both bars is your choice, to keep it up. It does not normally cost 2 slots. I suppose if you are going with 2 stamina based builds, and want the heavy attack bonus... but then you really wouldn't care about the mana costs that much. Also, I think you are confused about soft caps... you still get some benefit, making the skill still somewhat useful. As for tanking, it may/may not be worth much depending on your setup and the fight involved.
Conjured Ward. It's great for solo, especially when morphed for better self shielding as a full out caster type. Honestly this is a nice 'Oh crud' button for Sorc's without needing to have a resto staff equipped or go running away. There are better spots for group utility, although giving the pet shields to allies if pets are not summoned might be nice (ie. shields 2 allies, pets as priority targets.)
What Sorc's really need is: Some utility additions to some of our abilities, a few adjustments here and there, some fixes to a few abilities, a couple passives replaced with something useful *Namely Disintegrate and the Daedric passives,* and a little bit of damage adjustment in general. We do decently on sustained damage, but the numbers could use a little boost... compared to melee which just seem to get that edge late in the game in terms of overall dps (bugged NBs excluded.) This could easily be fixed by boosting the magicka soft caps late in game a little as a temporary measure, or by adjusting coefficients, or by giving Sorcs a boost to base spell power via replacement of one of the worthless passives. This is largely due to weapon damage, which goes up in the VR areas normally and is essentially useless to caster Sorc builds... whereas the other stats see a reduction in the benefits as you go higher. Itemization changes could fix this too... although it would be more work.
steinernein wrote: »
Sorc is a problem class when it comes to diversity compared to other classes and it's a damn pity because I wanted to roll up a battle-mage as well but it's really hard to justify at the moment.
First, two things I disagree with:
Daedric Curse
This is an excellent skill. Its the only good skill in the Daedric Summoning tree (which is the worst skill line in the game, by far.)
I think some people don't realize this damage CANNOT BE BLOCKED. That makes it a great counter to shield bash spammers who perm-block.
Bolt Escape
Making this target based or adding a cool down would destroy this skill. There is absolutely no place in this game for cool downs. Making this require a target would be silly as that would transform it from an escape skill (that can double as a gap closer) into a pure gap closer. Its simply not what its designed to be.
Also, Ball of Lightning is not the better morph. Only cowards use it to escape. Streak is actually quite a nice skill. It doesn't do a lot of damage (though it does when it procs Disintegration) but its great for the stun, battlefield mobility, and the little bit of added DPS it does provide.
Second, here's the changes I'd like to see, since I mostly agree with your feedback.
Daedric Summoning
All the pets should take only 1 skill slot. There's no way around it. No matter what else you do, pets will NEVER be useful as long as they take double skill slots.
Pets also need better AI. They should sneak when you go into stealth. The should not attack targets that are under a breakable CC. You should be able to direct their attack, such as by pressing CNTRL + The corresponding skill button while targeting an enemy.
Clanfear
Needs more health. Needs more spell resistance. Needs more damage. Needs to scale with my health and damage.
Daedric Curse
Although I think its a decent skill already, it could use a damage buff. Its one of our only options to counter Reflective Scales and shield-spammers. It needs to hit hard.
Maybe don't increase the AoE but just increase the single target.
Twilight
Same as Clanfear. More everything. Should only take 1 slot.
Bound Armor
Should also increase Spell Resistance by a small amount (less than Lightning Form.)
Conjured Ward
Like all damage shields, it needs to take your spell resistance and armor into account when calculating its mitigation.
Storm Atronoch
Is pretty much fine as is.
Dark Magic
Three of the 5 skills in this line are fairly solid (Shards, Encase, Exchange) and 2 are pure garbage.
Crystal Shard
Crystal Blast just needs to be better. It needs to hit way harder against the other targets to make it any kind of contender for Fragments.
Encase
I think it could use a cost reduction. Crescent is right that its not worth it a lot of the time since other AoE CC (like Volcanic Rune) are better for cheaper.
Rune Prison
There needs to be some sort of damage allowance so AoEs and/or pets don't accidentally break your targets out of their Prison.
Maybe they could take 150 points of damage before the shield breaks.
Dark Exchnage
Keep the cast time but make it mobile. Basically, have it work like Restoring Ritual from the Templar line.
Daedric Mines
Replace it. Seriously cannot think of a way to salvage this skill without a major revamp.
Maybe turn it into instant cast in its base form....idk. I think this would be a good spot for an AoE nuke. Daedric Bomb instead. You call it down from the sky and it immobilizes and damages enemies in a radius.
Storm Calling
Mages Fury
Again the only problem is that one of the morphs is useless. No who knows what they are doing would ever pick Mages Wrath.
Lightning Form
Slight damage increase.
Near the end of Beta this got hit with a ridiculous nerf that both reduced the armor and spell resistance as well as drastically reducing the damage. The first nerf is okay but the skill needs that damage back to make this a tanking skill to rival DKs.
Lightning Splash
Increase the damage....like double. Maybe tripple.
Seriously, this thing barely tickles right now. What were you thinking? Its a ground based AoE. They can just walk out of it. But right now there's hardly a reason to move out of it.
Surge
I think this skill and both morphs are pretty much fine as is. Crescent is right that Molten Armaments is a bit better (longer duration, also buffs group) but the skill is still good as is. Could maybe increase the duration on based skill and both morphs.
Bolt Escape
I'm happy with it. Streak could maybe hit a bit harder. I still don't think the mana regen debuff is necessary and it encourages people to use this skill to run rather than fight.
dtere1_ESO wrote: »In level 1-50 PVE, i agree that Overload is an awesome spell. I used it all the time. However, once you hit VR PVE, Overload is pretty worthless for damage. I couldn't get most VR content below half with a full Overload blown on it. As well, if you don't have critical surge in combination with Overload, and up against 3+ mobs, the mobs will kill you before your Overload is completed.
dtere1_ESO wrote: »In VR PVE levels, i think the Pulsar nerf was very substantial. Sorcs can do fine vs 1 mob or 2 mob pulls without Pulsar. However, try pulling 3+ mobs without Pulsar in VR PVE content and you will get shamed. You just can't tank that much damage (or blink away that much) per your limited mana pool. Quite frankly, Pulsar was the only way to deal with 3+ mob pulls. Nerfing this skill pretty much destroyed our ability to deal with these pulls.
dtere1_ESO wrote: »I really dislike Crystal Fragments because it only works about 1/3rd of the time on boss fights. In fact, hardly any CC works. You don't really know if a snare, knockback, or hard stun will work on a boss until you actually engage them and die once or twice to find out. There really is no sustained health regain strat for sorcs against non-CC'able boss mobs. As well, if you are a vampire you should just give up now.
I'd really like to see a decent build for dealing with VR PVE content that includes was to kill non-CC'able bosses, 3+ mobs, and 1 or 2 mob pulls that don't take forever to down. Even with the magica increase on Pulsar, i will likely still use it with more auto-attacks between shots.